Miscellaneous Fallout 4 Questions.

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Quellist

Migratory coconut
Oct 7, 2010
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EternallyBored said:
I have the opposite issue, the dog just doesn't have enough firepower for my build, I like to load my companions down with heavy weapons to swap for depending on the situation, and tend to give them spare grenades and molotovs since they'll throw them in a fight if they have them.

Then again, my build focuses mostly on my customized power armor and crafting weapons, so my usual strategy is to jetpack stomp into an area with a minigun, automatic plasma rifle, and rocket launcher, tossing mininukes and plasma grenades with wild abandon and then ejecting my power core to engulf the entire area in a nuclear mushroom cloud. When you get the perk that lets you not damage companions with friendly fire it just turns into a contest to see which one of us can blow the most stuff up, with max scrounger I've been giving my companions custom modded weapons and a thousand rounds of ammo and just let them cut through stuff while I snipe with a heat seeking rocket launcher.

The only downside is that it can be hard to find all the loot after its been thrown around by constant explosions.
You sir, have in one post convinced me i need this game in my life! My thanks to you :D
 

Gethsemani_v1legacy

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AccursedTheory said:
EDIT: Also, what he means is no more mercenary work for him. Which is silly, because even once you say yes, they still throw caps at you for doing stuff.
This is sort of "justified" when you talk to Proctor Teagan, who explains that Brotherhood members have to pay for their own supplies because "scarcity". It isn't exactly a great explanation, but it puts the caps rewards from the BoS in perspective.
 

JayRPG

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IceForce said:
Corey Schaff said:
IceForce said:
Fox12 said:
My question is about the the defenses. Does anyone ever raid your settlements?
Yes, your settlements can come under attack off-screen. You'll be notified of it via an objective in the Misc section of your quest journal.

However, settlements with no people in them don't appear to ever come under attack (this could be wrong though; more testing is needed here). And also, settlements with a high 'defense' stat don't get attacked either.
So yeah, setting up turrets everywhere does help, insofar as it prevents the settlement from being attacked (or vastly lowers the likelihood of an attack happening, rather).
From your experience, is it like Spore's Alien Attacks or Ecological Disasters, where they have no chance of resolving themselves successfully without your direct involvement, or are you able to ignore a request for help without it resulting in coming back to a ghost town?
I ignored it. After some time passes (maybe an in-game day or two, I just forget how much time had passed for me) the objective pops up again as 'failed'.
I've been told that it's possible to lose a settlement altogether that way (forcing you to retake it again via a radiant quest), but that didn't happen with me. I think the number of people there may've gone down by 1, but I'm not 100% sure on that as I didn't pay attention to the population stat prior to the attack.
Just adding some more info from my experience!

A high defense stat definitely lowers the chance but it can still get raided, and the higher the defense stat the bigger the attack in my experience.

My sanctuary has 117 defense (only 22 settlers, around 30 food and water) and it got attacked by 8 legendary super mutants. The turrets and townsfolk seemed to have it under control when I got there and I probably didn't need to step in.. they did kill my junkyard dog though (the one you can buy off a merchant, not dogmeat).

My red rocket garage defended itself without my intervention, I failed the quest but nothing was destroyed/no settlers killed.
 

happyninja42

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Dalek Caan said:
Happyninja42 said:
Random question. Does anyone know how to, in the settlement building stuff, to string up a series of bulbs directly to a cord or wire? I've seen examples of it on various in game structures, where the bulbs are glowing, and are hanging from wires, strung up along a building. But I don't know how to accomplish that, if you even can. Does anyone know how this works?

capcha: construction ahead Why yes, lots of annoying fiddly construction.
For light sources you just need a source of power to be nearby for them to light up. So hanging a bunch of conductors along your wall with copper wire running between them should light most of them up. Any that don't might need to be moved around.
No, I am aware on how to make them light up, that's not my question. My question is how (if at all), can you string up a series of lights that are hanging from a wire? Like christmas lights for example. I have seen examples of it in the game, but I have yet to see how to do it with the builder system.
 

Gethsemani_v1legacy

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Corey Schaff said:
No idea what's going on with caps on the east coast. It'd make more sense if the currency were Bullets or something since there's no real organized government or merchant organization maintaining confidence in the currency.
I think it, like many other things in Bethesda's Fallout games, is meant to pay both homage to the old games and because it is one of those things that "are Fallout" (never mind that Fallout 2 actually used "money" instead of "caps" for currency, complete with a picture of gold coins). Just like the over-abundance of Super Mutants and many other small things it works until you start thinking about it, at which point the entire Fallout East Coast feels more like a finely set playground then an actually believable game world.

It is one of those things that makes New Vegas into such a treat for those of us who are long time fans, I suppose. Obsidian, and Avellone in particular, has the ability to make interesting worlds that also come together with explanations for all those things that you see. The Water Merchant and Caps explanation is just one such example, it is something Bethesda still hasn't learned or cared much to implement.
 

pookie101

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Happyninja42 said:
Dalek Caan said:
Happyninja42 said:
Random question. Does anyone know how to, in the settlement building stuff, to string up a series of bulbs directly to a cord or wire? I've seen examples of it on various in game structures, where the bulbs are glowing, and are hanging from wires, strung up along a building. But I don't know how to accomplish that, if you even can. Does anyone know how this works?

capcha: construction ahead Why yes, lots of annoying fiddly construction.
For light sources you just need a source of power to be nearby for them to light up. So hanging a bunch of conductors along your wall with copper wire running between them should light most of them up. Any that don't might need to be moved around.
No, I am aware on how to make them light up, that's not my question. My question is how (if at all), can you string up a series of lights that are hanging from a wire? Like christmas lights for example. I have seen examples of it in the game, but I have yet to see how to do it with the builder system.
i would assume thats in the GECK construction kit they made the game with rather than the builder
 

happyninja42

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pookie101 said:
i would assume thats in the GECK construction kit they made the game with rather than the builder
Well crap.

Different question: This might seem simple but if you trade with your settlers and equip them with long range weapons, would they be able to snipe enemies attacking the settlements? Because I just thought of building some sniper towers, and assigning my town guards up there, but giving them some crazy good sniper rifles while I'm at it. Is this at all practical? Or do they just use whatever default weapon they've been assigned and that's it?
 

Zhukov

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Dec 29, 2009
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IceForce said:
So, how are people finding the stealth? Because for me personally, it seems that Sneak is wayyy overpowered (much like it was in Skyrim). Once you put a few ranks into the Sneak perk, you're pretty much undetectable (with the only exceptions being if you're sneaking outside during the day in broad daylight, or if you're trying to hide from a flying enemy such as a Vertibird). Stealth Boys aren't even needed.

I'm not wearing power armor, though. I imagine stomping around in that getup like a Big Daddy would rather hamper your efforts at stealth. (I could be wrong, though.)
Bit of a mixed bag.

Forcing you to use the fucking walk button in order to sneak before level 23 was a terrible idea. Makes you patience-taxingly slow and it's very annoying when you get spotted anyway and have to scramble to both un-sneak and un-walk.

I found trying to stealth with a melee weapon to be very unreliable. Even after nearly maxing the stealth perk enemies would often detect me with relative ease. Plus the enemy placement and movement isn't really accommodating. Lastly, some of the kill animations actually cause the enemy you're hitting to go on alert as if they'd seen you, even if you're hitting them behind while in the [hidden] state, which in turn alerts every other nearby enemy.

On the other hand, silenced guns are hilariously overpowered. Imagine a semi-automatic bow in Skyrim. I got stealth perk, the ninja perk and the sandman perk and stocked up on psychojet. I use a silenced 10mm pistol to clear rooms with zero effort and zero return fire.

EDIT: Oh, and as I mentioned earlier in the thread, having a companion along can make stealth a real chore since even if enemies don't spot you they sure as shit will spot you companions. Especially when a few of them can't sneak at all.
 

happyninja42

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Zhukov said:
IceForce said:
So, how are people finding the stealth? Because for me personally, it seems that Sneak is wayyy overpowered (much like it was in Skyrim). Once you put a few ranks into the Sneak perk, you're pretty much undetectable (with the only exceptions being if you're sneaking outside during the day in broad daylight, or if you're trying to hide from a flying enemy such as a Vertibird). Stealth Boys aren't even needed.

I'm not wearing power armor, though. I imagine stomping around in that getup like a Big Daddy would rather hamper your efforts at stealth. (I could be wrong, though.)
Bit of a mixed bag.

Forcing you to use the fucking walk button in order to sneak before level 23 was a terrible idea. Makes you patience-taxingly slow and it's very annoying when you get spotted anyway and have to scramble to both un-sneak and un-walk.

I found trying to stealth with a melee weapon to be very unreliable. Even after nearly maxing the stealth perk enemies would often detect me with relative ease. Plus the enemy placement and movement isn't really accommodating. Lastly, some of the kill animations actually cause the enemy you're hitting to go on alert as if they'd seen you, even if you're hitting them behind while in the [hidden] state, which in turn alerts every other nearby enemy.

On the other hand, silenced guns are hilariously overpowered. Imagine a semi-automatic bow in Skyrim. I got stealth perk, the ninja perk and the sandman perk and stocked up on psychojet. I use a silenced 10mm pistol to clear rooms with zero effort and zero return fire.
Interesting that you are being spotted. It might be that you don't have Shadowed/Muffled armor on? I'm at...i think 3, maybe 4 ranks in the Stealth perk, and that plus my gear has it where enemies will literally bump into me and I will still only be in caution.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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Happyninja42 said:
Zhukov said:
Interesting that you are being spotted. It might be that you don't have Shadowed/Muffled armor on? I'm at...i think 3, maybe 4 ranks in the Stealth perk, and that plus my gear has it where enemies will literally bump into me and I will still only be in caution.
Nah, I'm running a full set of shadowed and muffled armour (leather arms and metal legs).

I'm playing on max difficulty though. That might be a factor, although it doesn't mention it in the settings. Says it just affects damage values and health recovery time.
 

IceForce

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Zhukov said:
I got stealth perk, the ninja perk and the sandman perk and stocked up on psychojet. I use a silenced 10mm pistol to clear rooms with zero effort and zero return fire.
Heh, that's exactly my build. Which is what led me to wonder if stealth was just overpowered in general or whatever.

Anyway, it's the same 10mm pistol I started the game with, just heavily modded. I should probably have given it some nifty name by now...
 

Zhukov

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IceForce said:
I should probably have given it some nifty name by now...
I named mine "Whisper".

Not exactly my best effort (I'm much more proud of my knuckledusters which I named "First Resort"), but it's better than looking at "Advanced Sharpshooter's Tactical Silenced 10mm Pistol".
 

happyninja42

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Zhukov said:
IceForce said:
I should probably have given it some nifty name by now...
I named mine "Whisper".

Not exactly my best effort (I'm much more proud of my knuckledusters which I named "First Resort"), but it's better than looking at "Advanced Sharpshooter's Tactical Silenced 10mm Pistol".
Heh, I named mine different names, but started them all with A-*whatever name I gave them* just so they would always be at the top of my weapon list. I got tired of scrolling through looking for them amidst piles of pipe guns.
 

pookie101

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Happyninja42 said:
pookie101 said:
i would assume thats in the GECK construction kit they made the game with rather than the builder
Well crap.

Different question: This might seem simple but if you trade with your settlers and equip them with long range weapons, would they be able to snipe enemies attacking the settlements? Because I just thought of building some sniper towers, and assigning my town guards up there, but giving them some crazy good sniper rifles while I'm at it. Is this at all practical? Or do they just use whatever default weapon they've been assigned and that's it?
took me a while to work out you cant actually just dump gear into their inventory and expect them to use it you have to individually equip each item for them. bit fiddly when you have a lot of people but it works.

it would be nice if they fixed settlement management up a bit. its a pain in the ass trying to figure out who is new to a settlement not to mention who is assigned to what job alot of the time. a simple ... NEW SETTLER title and SETTLER (Farmer) would solve so many issues
 

happyninja42

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pookie101 said:
Happyninja42 said:
pookie101 said:
i would assume thats in the GECK construction kit they made the game with rather than the builder
Well crap.

Different question: This might seem simple but if you trade with your settlers and equip them with long range weapons, would they be able to snipe enemies attacking the settlements? Because I just thought of building some sniper towers, and assigning my town guards up there, but giving them some crazy good sniper rifles while I'm at it. Is this at all practical? Or do they just use whatever default weapon they've been assigned and that's it?
took me a while to work out you cant actually just dump gear into their inventory and expect them to use it you have to individually equip each item for them. bit fiddly when you have a lot of people but it works.

it would be nice if they fixed settlement management up a bit. its a pain in the ass trying to figure out who is new to a settlement not to mention who is assigned to what job alot of the time. a simple ... NEW SETTLER title and SETTLER (Farmer) would solve so many issues
How do you equip it for them? I just get the option to take it away from them when I click it. Am I missing a function button or something to equip it? Pleeease tell me this means I can equip Dogmeat with the Dog Armor I've found?!?! xD
 

BloatedGuppy

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Happyninja42 said:
Heh, I named mine different names, but started them all with A-*whatever name I gave them* just so they would always be at the top of my weapon list. I got tired of scrolling through looking for them amidst piles of pipe guns.
Put the ammo type at the beginning of their name. For my Sniper Rifle, "Natural Causes", I put .50 in front of it.

This way they're always at the top of the list.

Also, Zhukov and I are playing this game in hilariously identical fashion.

RedRockRun said:
Can junk stored at one settlement be accessed between others?
Yes, if you set up supply routes.
 

pookie101

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Happyninja42 said:
pookie101 said:
Happyninja42 said:
pookie101 said:
i would assume thats in the GECK construction kit they made the game with rather than the builder
Well crap.

Different question: This might seem simple but if you trade with your settlers and equip them with long range weapons, would they be able to snipe enemies attacking the settlements? Because I just thought of building some sniper towers, and assigning my town guards up there, but giving them some crazy good sniper rifles while I'm at it. Is this at all practical? Or do they just use whatever default weapon they've been assigned and that's it?
took me a while to work out you cant actually just dump gear into their inventory and expect them to use it you have to individually equip each item for them. bit fiddly when you have a lot of people but it works.

it would be nice if they fixed settlement management up a bit. its a pain in the ass trying to figure out who is new to a settlement not to mention who is assigned to what job alot of the time. a simple ... NEW SETTLER title and SETTLER (Farmer) would solve so many issues
How do you equip it for them? I just get the option to take it away from them when I click it. Am I missing a function button or something to equip it? Pleeease tell me this means I can equip Dogmeat with the Dog Armor I've found?!?! xD
tempted to be evil and not tell you but Y on Xbox One, Triangle on PS4, and T on PC for each item
careful on the pc though, R is "take everything from the persons inventory" which is a pain in the ass when you accidentally press it.

as for dog meat, he can wear: dog armour, dog collars, bandanas and wielding goggles and yes he is adorable with wielding goggles

RedRockRun said:
Can junk stored at one settlement be accessed between others?
as someone mentioned you have to set up a supply route, which you first of all need the "local leader" perk CHA level 6 and need to select someone in build mode in your settlement. check the bottom of the pop up screen for "supply route" and then select the settlement.

something handy.. the instant you do that you get access to both settlements workstation supplies so you dont have to wait for them to finish the trip
 

m00se

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undeadsuitor said:
Casual Shinji said:
You can even gave him apparel. Mine's wearing goggles, a muzzle, armor, and a neckerchief -- He looks like a total nerd.
dressing up dogmeat in cute bandanas and goggles is the only reason I keep him around. hes so gosh darn cute

that and giving him teddy bears to play with
I completely agree that dogmeat with goggles is adorable...as far as the teddy bear thing goes, do you drop it from your inventory or equip him with it? That is amazing either way.
 

happyninja42

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m00se said:
undeadsuitor said:
Casual Shinji said:
You can even gave him apparel. Mine's wearing goggles, a muzzle, armor, and a neckerchief -- He looks like a total nerd.
dressing up dogmeat in cute bandanas and goggles is the only reason I keep him around. hes so gosh darn cute

that and giving him teddy bears to play with
I completely agree that dogmeat with goggles is adorable...as far as the teddy bear thing goes, do you drop it from your inventory or equip him with it? That is amazing either way.
Dogmeat will sometimes just start tossing a teddy bear around. Not sure if he only does this if he has one in his inventory or not? I gather up so much Junk loot and stuff on him that I haven't actually tested it or not. I know for a fact I've never "equipped" Dogmeat with a teddy bear, but he has whipped one out and started chewing on it playfully of his own accord. Try giving him a teddy bear in his loot and see if that triggers it.